glutin | level library for OpenGL context creation | Game Engine library
kandi X-RAY | glutin Summary
kandi X-RAY | glutin Summary
A low-level library for OpenGL context creation, written in pure Rust.
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glutin Key Features
glutin Examples and Code Snippets
Community Discussions
Trending Discussions on glutin
QUESTION
I'm using glutin
and so have a move closure for my program's main loop and I'm trying to play an audio file with the rodio
crate. With the following code everything works and I get one beep every time the program loops:
ANSWER
Answered 2021-Jun-15 at 16:27Basically, the problem at hand is that rodio::Decoder::new
consumes the value which it reads from (well, actually it is already consumed by BufReader::new
). So, if you have a loop or a closure that can be called multiple times, you have to come up with a fresh value each time. This what File::open
does in your first code snipped.
In your second code snipped, you only create a File
once, and then try to consume it multiple times, which Rust's ownership concept prevents you from doing.
Also notice, that using reference is sadly not really an option with rodio
since the decoders must be 'static
(see for instance the Sink::append
trait bound on S
).
If you think your file system is a bit slow, and you want to optimize this, then you might actually want to read the entire file up-front (which File::open
doesn't do). Doing this should also provide you with a buffer (e.g. a Vec
) that you can clone, and thus allows to repeatedly create fresh values that can be consumed by the Decoder
. Here is an example doing this:
QUESTION
I'm trying to create a table automatically using Angular and HTML. I take data from a mysql database using PHP, and Angular can see them thanks to JSON.
In admin.component.html file I create the table using *ngFor in this way:
...ANSWER
Answered 2021-May-28 at 09:59Since *ngFor
is placed on the td
tag it ends up creating multiple td
tags, one for each element within element.Ingredienti
and element.Allergeni
. What you want is to display the whole element.Ingredienti
array within a single td
. So generating some other tag within a single td
is the way to go.
Something like this should solve your issue
QUESTION
I'm trying to code a wrapper struct around the creation of an event_loop
and a graphical context:
ANSWER
Answered 2021-May-13 at 05:18What you want is to destructure your structure to get its parts, so that you can move only one of them to the closure:
QUESTION
I am attempting to encapsulate the event loop execution of glutin/winit in a custom class described in the example section over here: https://docs.rs/glutin/0.26.0/glutin/window/struct.Window.html
Now I am running into the issue of handling the ownership of self
members when attempting to access them in a closure passed to a method:
ANSWER
Answered 2021-May-09 at 02:37I solved this particular issue by making event_loop
of type Option<()>>
and the run
method invoking self.event_loop.take().unwrap().run(...)
. Unfortunately I really dislike the semantics of this solution since in theory the event loop exists during the entire lifespan of the window and my solution leaving a None
in its place doesn't feel right at all.
QUESTION
I've been writing an app in Rust that uses some OpenGL, and I've observed a trend in how OpenGl is accessed/managed in rust code. Frequently it seems that managing or creating an OpenGl context requires unsafe
.
Why do these examples require unsafe code? I haven't been running into any problems because of this unsafe designator, but I'm just curious as to why its there. What kind of problems or constraints do these unsafe requirements impose on developers?
from glutins Multi-Window example
...ANSWER
Answered 2021-Apr-17 at 19:23OpenGL is implemented as a library with a C ABI. If you want to call a C function from rust, it always means you have to use unsafe
because the C implementation knows nothing about the safety features of rust and naturally doesn't support them. Furthermore, OpenGL uses raw pointers in its API to pass data from or to the GL, which also requires unsafe
code in rust.
QUESTION
I wanted to try to make a game in Rust using Piston. This is the first time I have used this library. I took this code from the official doc to test it. However, when my mouse touches the application window it closes immediately and I don’t understand why.
...ANSWER
Answered 2020-Dec-12 at 03:47This is apparently a bug in an old version of winit
, which is fixed in the latest winit
release. However, various crates e.g. amethyst, piston, ggez, etc. still use winit
0.19. In Rust 1.48.0 the issue has apparently manifested itself as a panic.
On the amethyst issue tracker a comment mentions, that for now a possible workaround is to revert back to Rust 1.47.0. If you're using rustup
, then you can do that by executing the following command:
QUESTION
I'm trying to abstract openGL in Rust. I use glutin to communicate with openGL (here is the code I started with). I'm having problems abstracting Uniforms in fact they randomly get -1
as location (the same code sometimes works and sometimes doesn't).
I checked if the program was in use and it was so I started wondering if there is a problem in the way I send the data to openGL:
...ANSWER
Answered 2020-Aug-10 at 11:20According to the documentation for GetUniformLocation:
This function returns -1 if name does not correspond to an active uniform variable in program, if name starts with the reserved prefix "gl_", or if name is associated with an atomic counter or a named uniform block.
So you're not error-checking your gl calls, and it looks like there are cases where you're calling GetUniformLocation
incorrectly, which could account for "sometimes it works, sometimes it does not".
QUESTION
I am trying to make a game loop using glium in rust. My goal is to get the screen to redraw 60 times per second. With the current event loop code I have, the frame only gets redrawn when the window size changes. I read in the glutin docs, that I need to call request_redraw somewhere, but I'm not sure how/where. This is my code so far:
...ANSWER
Answered 2020-May-01 at 17:19I haven't used glium
before (I've been making some graphics applications directly off of Vulkano
for a while). However, perusing the API, it seems you can get your Window handle from winit
by going through a series of apis. I outlined them in the below code. Something like the below should work for you. The key is getting access to the Window
handle from winit
. Scrolling through the Window
API you should see this: request_redraw. You can then insert game-loop logic around your event handler like this:
QUESTION
Hi my arrow like following:
https://i.imgur.com/EJNtfc3.png
Arrow on the red marked is glutinous.
How do I divide it?
add code
...ANSWER
Answered 2019-Jul-31 at 07:24In your situation fastest fix would be to add nodesep = 0.15
graph attribute (right after digraph {
statement). This attribute adjusts the minimal distance between the nodes in one rank. This results in:
Also you may play with headport
and tailport
attributes, as I suggested in the comment. Shortcut for them is to add a colon after node when you are defining edge.
If you replace TR_Client_Data -> idle
with TR_Client_Data -> idle:e
you will get this result:
Edges are crossed, but they are apart.
Also I've noticed that you define node attributes in a wrong way: keyword node
defines global attributes for all nodes in the graph (or subgraph). If you want to specify attributes for a single node, place them after node definition.
e.g.
WRONG:
QUESTION
When I try to cargo build
the 'hello world' of amethyst on Ubuntu 18.04, I get an error about missing libraries from lxbcb. I'm not sure what this error is trying to tell me or how to fix it. It seems like I'm missing libraries -lxcb-render
, -lxcb-shap
, and -lxcb-xfixes
, but I can't seem to find them.
The hello world code of amethyst
...ANSWER
Answered 2019-Apr-21 at 06:53It looks like I missed installing some dependencies.
sudo apt install pkg-config libasound2-dev libssl-dev cmake libfreetype6-dev libexpat1-dev libxcb-composite0-dev
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Install glutin
Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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